Capture complete gameplay and toolchain build inputs
This commit is contained in:
@@ -0,0 +1,154 @@
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#include <faset/editor/build_cache.hpp>
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#include <faset/core/hash.hpp>
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#include <faset/core/io.hpp>
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#include <faset/core/process.hpp>
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#include <cstdlib>
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#include <stdexcept>
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namespace faset::editor {
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namespace fs = std::filesystem;
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namespace {
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std::string normalized_hash(const Json& value) {
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return sha256(value.dump());
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}
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std::string configured_tool(const BuildConfig& config, std::string_view key,
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std::string fallback) {
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const auto prefix = "-D" + std::string(key) + "=";
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for (const auto& argument : config.configure_arguments)
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if (argument.starts_with(prefix))
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fallback = argument.substr(prefix.size());
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return fallback;
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}
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fs::path resolve_tool(const std::string& name) {
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const auto supplied = path_from_utf8(name);
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if (supplied.has_parent_path())
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return fs::absolute(supplied).lexically_normal();
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try {
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return find_executable(name);
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} catch (const std::exception&) {
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// CMake reports a missing compiler. Keep the identity deterministic so
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// fixture build tools can exercise publication without native compiling.
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return supplied;
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}
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}
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Json tool_identity(const std::string& name) {
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const auto resolved = resolve_tool(name);
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Json result = {{"path", path_to_utf8(resolved)}};
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if (fs::is_regular_file(resolved))
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result["sha256"] = sha256_file(resolved);
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else
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result["missing"] = true;
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return result;
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}
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std::string slang_name(const BuildConfig& config) {
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auto configured = configured_tool(config, "SLANGC_EXECUTABLE", "");
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if (!configured.empty())
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return configured;
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#ifdef _WIN32
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const auto local = config.engine_root / ".cache/slang/bin/slangc.exe";
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#else
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const auto local = config.engine_root / ".cache/slang/bin/slangc";
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#endif
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if (fs::is_regular_file(local))
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return path_to_utf8(local);
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if (const char* sdk = std::getenv("VULKAN_SDK")) {
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#ifdef _WIN32
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const auto sdk_tool = path_from_utf8(sdk) / "Bin/slangc.exe";
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#else
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const auto sdk_tool = path_from_utf8(sdk) / "bin/slangc";
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#endif
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if (fs::is_regular_file(sdk_tool))
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return path_to_utf8(sdk_tool);
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}
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return "slangc";
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}
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Json recipe_files(const fs::path& engine_root) {
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Json files = Json::object();
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for (const auto& relative : {"CMakeLists.txt", "dependencies.lock.json",
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"tools/compile_shader.py"}) {
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const auto path = engine_root / relative;
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files[relative] = fs::is_regular_file(path) ? Json(sha256_file(path)) : Json(nullptr);
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}
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const auto cmake = engine_root / "cmake";
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if (fs::is_directory(cmake))
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for (const auto& entry : fs::directory_iterator(cmake))
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if (entry.is_regular_file() && entry.path().extension() == ".cmake")
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files[generic_path_to_utf8(entry.path().lexically_relative(engine_root))] =
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sha256_file(entry.path());
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return files;
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}
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} // namespace
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std::string BuildInputs::fingerprint() const {
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return normalized_hash({{"format", "faset.build-inputs.v1"},
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{"source", source_hash},
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{"recipe", recipe_hash},
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{"toolchain", toolchain_hash}});
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}
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std::string gameplay_source_hash(const fs::path& project_root, const scripting::LuaProject& lua) {
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Json files = Json::object();
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const auto scripts = project_root / "Scripts";
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if (fs::is_symlink(fs::symlink_status(scripts)))
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throw std::runtime_error("Scripts directory must not be a symlink");
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if (fs::is_directory(scripts))
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for (const auto& entry : fs::recursive_directory_iterator(scripts)) {
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if (entry.is_symlink())
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throw std::runtime_error("Scripts source cannot be a symlink: " +
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path_to_utf8(entry.path()));
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if (entry.is_regular_file())
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files[generic_path_to_utf8(entry.path().lexically_relative(project_root))] =
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sha256_file(entry.path());
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}
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return normalized_hash({{"format", "faset.gameplay-sources.v1"},
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{"files", files},
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{"lua", lua.fingerprint}});
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}
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BuildInputs capture_build_inputs(const BuildConfig& config, const scripting::LuaProject& lua) {
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BuildInputs result;
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result.source_hash = gameplay_source_hash(config.project_root, lua);
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result.recipe_hash = normalized_hash({{"format", "faset.build-recipe.v1"},
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{"generator", config.generator},
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{"configuration", config.configuration},
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{"export_configuration", config.export_configuration},
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{"configure_arguments", config.configure_arguments},
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{"engine_files", recipe_files(config.engine_root)}});
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#ifdef _WIN32
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constexpr auto default_c = "clang-cl", default_cxx = "clang-cl";
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#else
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constexpr auto default_c = "clang", default_cxx = "clang++";
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#endif
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result.toolchain_hash = normalized_hash(
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{{"format", "faset.native-toolchain.v1"},
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{"cmake", tool_identity(config.cmake)},
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{"c", tool_identity(configured_tool(config, "CMAKE_C_COMPILER", default_c))},
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{"cxx", tool_identity(configured_tool(config, "CMAKE_CXX_COMPILER", default_cxx))},
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{"slang", tool_identity(slang_name(config))}});
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return result;
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}
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void ensure_native_toolchain_stamp(const fs::path& native_directory,
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const BuildInputs& inputs) {
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const auto stamp = native_directory / ".faset-toolchain.json";
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bool matching = false;
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if (fs::is_regular_file(stamp))
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try {
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const auto existing = read_json(stamp);
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matching = existing.value("format", std::string()) == "faset.toolchain-stamp" &&
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existing.value("version", 0) == 1 &&
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existing.value("toolchain_hash", std::string()) == inputs.toolchain_hash;
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} catch (const std::exception&) {
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matching = false;
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}
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if (!matching && fs::exists(native_directory))
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fs::remove_all(native_directory);
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fs::create_directories(native_directory);
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if (!matching)
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atomic_write_json(stamp, {{"format", "faset.toolchain-stamp"},
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{"version", 1},
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{"toolchain_hash", inputs.toolchain_hash}});
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}
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} // namespace faset::editor
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@@ -9,6 +9,7 @@
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#include <faset/core/hash.hpp>
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#include <faset/core/io.hpp>
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#include <faset/core/process.hpp>
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#include <faset/editor/build_cache.hpp>
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#include <faset/editor/build_service.hpp>
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#include <faset/scripting/project.hpp>
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#include <fstream>
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@@ -244,6 +245,7 @@ struct BuildService::Impl {
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const auto native_directory = config.build_directory / configuration;
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checkpoint(job, "Configuring gameplay", .05);
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job.lua = scripting::loadLuaProject(config.project_root);
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const auto inputs = capture_build_inputs(config, job.lua);
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const auto cpp = config.project_root / "Scripts" / "Gameplay.cpp";
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const auto hpp = config.project_root / "Scripts" / "Gameplay.hpp";
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const bool has_cpp = fs::is_regular_file(cpp), has_hpp = fs::is_regular_file(hpp);
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@@ -252,7 +254,7 @@ struct BuildService::Impl {
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"or Lua entry scripts declared in project.faset.json");
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const auto cpp_source = has_cpp ? read_text(cpp) : std::string{};
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const auto hpp_source = has_hpp ? read_text(hpp) : std::string{};
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fs::create_directories(native_directory);
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ensure_native_toolchain_stamp(native_directory, inputs);
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std::vector<std::string> arguments = {config.cmake,
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"-S",
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path_to_utf8(config.engine_root),
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@@ -355,9 +357,9 @@ struct BuildService::Impl {
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if (job.lua.enabled() &&
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scripting::loadLuaProject(staging).fingerprint != job.lua.fingerprint)
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throw std::runtime_error("Lua build snapshot changed during schema export");
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if (scripting::loadLuaProject(config.project_root).fingerprint != job.lua.fingerprint ||
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has_cpp != fs::is_regular_file(cpp) || has_hpp != fs::is_regular_file(hpp) ||
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(has_cpp && (read_text(cpp) != cpp_source || read_text(hpp) != hpp_source)))
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if (gameplay_source_hash(config.project_root,
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scripting::loadLuaProject(config.project_root)) !=
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inputs.source_hash)
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throw std::runtime_error("Gameplay sources changed during the build; build again");
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fs::rename(staging, generation);
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atomic_write_json(config.cache_root / "last_build.json",
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+2
-14
@@ -2,6 +2,7 @@
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#include <chrono>
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#include <faset/core/hash.hpp>
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#include <faset/core/io.hpp>
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#include <faset/editor/build_cache.hpp>
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#include <faset/editor/session.hpp>
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#include <faset/scripting/project.hpp>
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@@ -132,20 +133,7 @@ Json Session::assets_list() const {
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}
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std::string Session::source_signature() const {
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const auto lua = scripting::loadLuaProject(config_.project_root);
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const auto directory = config_.project_root / "Scripts";
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std::vector<std::filesystem::path> files;
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if (std::filesystem::exists(directory))
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for (const auto& file : std::filesystem::recursive_directory_iterator(directory))
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if (file.is_regular_file() && (!lua.enabled() || file.path().extension() != ".lua"))
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files.push_back(file.path());
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std::sort(files.begin(), files.end());
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std::string contents;
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for (const auto& file : files)
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contents += generic_path_to_utf8(file.lexically_relative(directory)) + ":" +
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sha256_file(file) + "\n";
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if (lua.enabled())
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contents += "lua:" + lua.fingerprint + "\n";
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return sha256(contents);
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return gameplay_source_hash(config_.project_root, lua);
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}
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Json Session::schema_status() const {
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try {
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